Three More Medieval Beasts: Pard, Panthera, and Parandrus

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clavis123
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Three More Medieval Beasts: Pard, Panthera, and Parandrus

Post by clavis123 »

Here are three more creatures from medieval bestiaries.

PARD

NO. ENCOUNTERED: 1-2

SIZE: Large

HD: 6 (d10)

MOVE: 50'

AC: 15 (13 when leaping)

ATTACKS: 1 Bite (1d12), 2 Claws (1d6)

SPECIAL: Leaping Attack, Rake, Twilight Vision

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Beast

TREASURE: 5

XP: 270+6

The Pard is a vicious feline predator universally feared for its great size and aggressive nature. In appearance it is somewhat similar to its lesser kin, the leopard, having a cream to orange colored body covered with intense black spots that resemble stars. The two species live in the same areas. The Pard is much larger, faster, and more belligerent than the leopard, however, and its fur is much finer in texture. A full-grown Pard can easily reach 14 feet in length, larger even than a tiger. In fact, legends claim that leopards were originally the degenerate result of cross breeding between Pards and lions.

A complete, minimally damaged Pard skin is worth upwards of 2,000 gp to the right buyers. Few hunters are foolish enough to try to make a living hunting Pards, however.

Combat: A Pard's initial attack will always begin with a powerful leap. The creature can leap up to 20 feet backwards or forward from a stationary position, or up to 15 feet upwards. It will direct all of its initial attacks onto a single opponent, seeking to employ its secondary rake attack with its rear claws.

Leaping Attack: Such is the force of a Pard's leap that it grants the creature a +4 to hit and damage to its bite and claw attacks. On the round that its uses it's leap, however, a Pard's armor class is reduced to 13.

Rake: If a Pard successfully bites a victim, it can rake with its rear claws. These two attacks are at +3 to hit, and do 1d6+2 Damage each.

PANTHERA

NO. ENCOUNTERED: 1-2

SIZE: Large

HD: 7 (d8)

MOVE: 30'

AC: 16

ATTACKS: 1 Bite (1d10), 2 Claws (1d4)

SPECIAL: Breath Weapon, Rake, Twilight Vision

SAVES: P&M

INT: Average

ALIGNMENT: Lawful Good

TYPE: Magical Beast

TREASURE: 7

XP: 350+7

The most beautiful of all the great cats, the magical Panthera is truly an amazing sight. Shaped much like a leopard, it is graced with brilliantly iridescent fur that sparkles in rainbow hues, accented with spots of deep black and pure white.

A Panthera is both intelligent, and of a benevolent disposition. It spends most of its time asleep in its cave lair, only rising every three days or so to eat. Pantheras have been known to protect camps from predators, and they never poach the livestock of humans or other intelligent species.

Pantheras are rare creatures, because each female is only capable of breeding once. Apparently the claws of baby Pantheras damage their mothers womb, making a second conception impossible.

A Panthera's hide, if hung up or worn, will destroy any bad smells in an area up to 300 feet by 300 feet. This includes dispelling spells such as Stinking Cloud. Because of this quality, and the incredible beauty of the hide, a reasonably intact specimen may be sold for approximately 5,000 gp. Paladins and good-aligned Clerics, however, often see the Panthera as a creature to be protected and praised, and may become indignant if they learn that one has been killed merely to incense a dining hall or create a cape.

Combat. Pantheras are good aligned, and will never attack intelligent creatures unless those creatures attack it first. Pantheras possess a powerful breath weapon, and they will always use it on the first round of combat. If forced into melee, Pantheras attack with a bite and their foreclaws, often raking with their rear claws for a secondary set of attacks. Pantheras hate evil dragons, and will attempt to kill any young or incapacitated ones they find on sight.

Breath Weapon: Three times a day, a Panthera can roar, breathing out a cloud of sweet-smelling fumes in a 100 by 100 foot area in front of itself. Any creature, except dragons and dragon-kin, that breathes the fumes must save versus Charisma or be affected as by a Charm spell. The fumes affect Dragons differently, however. Any dragon or dragon-kin that breathes the Panthera's fumes will be affected as by a Fear spell, with no saving throw. In either case, no spell or special ability that relies upon creating a noxious smell (such as a Stinking Cloud spell) will function within the cloud of a Pantheras fumes. The effects of a Panthera's breath weapon last for an entire day.

Rake: If a Panthera successfully bites a victim, it can rake with its rear claws. These two attacks are at +3 to hit, and do 1d4+2 Damage each.

PARANDRUS

NO. ENCOUNTERED: 2-12

SIZE: Large

HD: 3 (d8)

MOVE: 40'

AC: 13

ATTACKS: 2 Hooves (1d3), 1 Gore (1d6)

SPECIAL: Camouflage, Twilight Vision

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Beast

TREASURE: 2

XP: 45+3

The Parandrus inhabits forests and grasslands in warm regions. It resembles a large, thickly-built stag the size of an ox, with shaggy hair of dark brown to black color, cloven hooves, and a pair of black antlers. When threatened, it has the uncanny ability to conceal itself by changing its coloration to match its surroundings.

Parandrus hide is ought after by Wizards for use in magical items that confer invisibility. A Parandrus' hide can fetch around 500 gp if it is reasonably intact. Of course, catching one is easier said than done.

Combat: The Parandrus is not an aggressive creature, and normally avoids combat. If cornered, however, it can strike with its hooves and gore with its antlers. Usually, however, it will use its camouflage ability and run away.

Camouflage: At will, a Parandrus can alter its coloration to look exactly like its environment. This makes it effectively invisible (as the spell), although it can freely attack and move.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.

RLW
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Post by RLW »

I love what you've done with the old bestiaries. I'll look forward to your next installment!

serleran
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Post by serleran »

Heh, again, something which has already been submitted to M&T II -- parandrus, specifically. My version is different, though, so fear not. Its neat to see alternate interpretations of the same creature, probably taken from different sources.

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clavis123
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Joined: Wed Mar 05, 2008 8:00 am

Post by clavis123 »

serleran wrote:
Heh, again, something which has already been submitted to M&T II -- parandrus, specifically. My version is different, though, so fear not. Its neat to see alternate interpretations of the same creature, probably taken from different sources.

That's the thing with the bestiaries. Most of the monsters are after all just mundane creatures distorted by hearsay. And sometimes the same name gets applied to different creatures. I'm looking forward to seeing your take on the Parandrus (as well as the rest of M&T II).
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.

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clavis123
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Posts: 559
Joined: Wed Mar 05, 2008 8:00 am

Post by clavis123 »

RLW wrote:
I love what you've done with the old bestiaries. I'll look forward to your next installment!

Thank you. They'll also be more monsters from modern folklore coming soon.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.

serleran
Mogrl
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Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

One of my favorite semi-modern folklore creatures comes from Stonehenge: Fear Liath More (The Grey Man).

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